The thing I hope most for in project Caesar is a partially autonomous construction of buildings. In EU4, apart from events, all construction of buildings and infrastructure in the entire nation would solely be funded out of the state-budget, pretty much a planned economy (not very historically accurate). The level of subdivision in Caesar seems to be pretty much in the same league as Imperator (though expanded to the whole world), where building expansion was much more fun, but also somewhat tedious. To me it felt somewhat frustrating only having prosperity increase where my attention and state-budget was focused. Caesar could turn this around and adapt historical inspirations.
Historically, governments would intervene in the economy at very specific points - supporting military industries, securing strategic goods, building critical infrastructure. But most of the actual economic devlopment was carried by the population. I'd propose for pops to be in control of most construction - with burghers investing in urban buisnesses and crafts, nobles primarily into the landed economy. Pops could have different levels of wealth associated to them, aswell as different likelihoods of investment - an Amsterdam burgher is more likely to expand buildings than an African landowner. Nobles in general would invest less than burghers of the same wealth. The player would intervene at specific points, just like absolutist rulers set up luxury industries (porcelain, glass), built canals and roads and in general provided economix opportunities. Sound economic policy would consist in shifting this framework favourably, opening new trade, securing new goods, providing privileges and changing laws. This could also individualise a country: historical Poland had strong nobles who set up the Commonwealth as a prime producer and exporter of wheat, Persia possessed several artisanal centres, the Netherlands an unusually large share of burghers expanding trade as well as industry on all levels.
Which of these economic strategies a country pursues should be decided by the player, as well as important micro-decisions - a player might want to proactively establish a beachhead into a new region, such as Russia with Petersburg or Odessa, or expand a key industry such as mining (think of Sweden's actions to increase its ironmining and steelmaking with the help of dutch specialists). This would make player engagement with the economy more meaningful as well as rewarding good strategising with autonomic growth. Ideally, this would also tie in with goods (luxuries detracting wealth from investment and providing trade-oppurtinities, strategic goods like iron or wood necessary for artillery and navy, staples like wheat and cloth increasing the wealth and satisfaction of your pops). Mind you, this needn't be as complex as Victoria, but more of a background-simulation stopping a player from having to manage every part of the economy.
EDIT: See post #13 for implementation ideas.
Historically, governments would intervene in the economy at very specific points - supporting military industries, securing strategic goods, building critical infrastructure. But most of the actual economic devlopment was carried by the population. I'd propose for pops to be in control of most construction - with burghers investing in urban buisnesses and crafts, nobles primarily into the landed economy. Pops could have different levels of wealth associated to them, aswell as different likelihoods of investment - an Amsterdam burgher is more likely to expand buildings than an African landowner. Nobles in general would invest less than burghers of the same wealth. The player would intervene at specific points, just like absolutist rulers set up luxury industries (porcelain, glass), built canals and roads and in general provided economix opportunities. Sound economic policy would consist in shifting this framework favourably, opening new trade, securing new goods, providing privileges and changing laws. This could also individualise a country: historical Poland had strong nobles who set up the Commonwealth as a prime producer and exporter of wheat, Persia possessed several artisanal centres, the Netherlands an unusually large share of burghers expanding trade as well as industry on all levels.
Which of these economic strategies a country pursues should be decided by the player, as well as important micro-decisions - a player might want to proactively establish a beachhead into a new region, such as Russia with Petersburg or Odessa, or expand a key industry such as mining (think of Sweden's actions to increase its ironmining and steelmaking with the help of dutch specialists). This would make player engagement with the economy more meaningful as well as rewarding good strategising with autonomic growth. Ideally, this would also tie in with goods (luxuries detracting wealth from investment and providing trade-oppurtinities, strategic goods like iron or wood necessary for artillery and navy, staples like wheat and cloth increasing the wealth and satisfaction of your pops). Mind you, this needn't be as complex as Victoria, but more of a background-simulation stopping a player from having to manage every part of the economy.
EDIT: See post #13 for implementation ideas.
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